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Posted By: Matthijs
What it boils down to is this:If you're not designing for everyone- for the People Out There who aren't on SG or The Forge or whatever -it might be a good idea to tell them that."This game was written because my friends wanted to buy a printed copy, so I put it on Lulu". "This game was written to see if I was able to finish a game, and I was, hooray! Let me know if you're able to play it straight from the book." "This game was written for people who are into socket-wrenching breakfast narrativism, and if you don't know what that means, perhaps you shouldn't buy this game." "This game is part of an ongoing design project where I investigate the relationship between reader and text - expect the unexpected".
Part of that is because of the "Buyer Beware" attitude I've developed towards indie games. I've become fatigued with buying half-baked rulesets that require me to research AP threads or contact the author directly for clarifications. Whereas before I wasn't as averse to giving something a spin and filling in the blanks.
Posted By: MatthijsWhat it boils down to is this:If you're not designing for everyone- for the People Out There who aren't on SG or The Forge or whatever -it might be a good idea to tell them that.That's what the introduction, back cover, and marketing is for. Also, nobody is designing for everyone, so everybody should make clear what their product is for before taking money for it. I don't understand why this isn't obvious.
Posted By: AlanYou guys are all whiny early-adopters!
Posted By: khelekMaybe I am an idiot. Can I get some examples of what is a good intro game (please do not just say PTA), and what is not?
Posted By: MatthijsWhat it boils down to is this:If you're not designing for everyone- for the People Out There who aren't on SG or The Forge or whatever -it might be a good idea to tell them that.
Posted By: misubaPosted By: khelekMaybe I am an idiot. Can I get some examples of what is a good intro game (please do not just say PTA), and what is not?
No, you can't get some examples of that, because there sort of isn't one - as you indicate with your rejection of PTA as such. This fact is the source of the frustration driving much of this season's kerfuffle.
Posted By: khelekMaybe I am an idiot. Can I get some examples of what is a good intro game (please do not just say PTA), and what is not?
Posted By: Brand_RobinsSo, I... how to put this.
I buy indie games the same way I buy non indie games. I expect the same things out of indie games that I expect out of non indie games. I have the same conversations with indie gamers and publishers as I have with mainstream gamers and publishers. I identify the same problems, the same annoyances, the same... more or less everything.
I know that for some folks this here thing is a movement, and that's important. But for me, at this point, its games I'm paying money for, and so I'm going to treat them more or less the same as the other games I pay money for.
Posted By: JDCorleyIt's actually quite hard to make a game that's not playable in some way "out of the box", because every act of play is creative and individual to the player and the group and the moment, so in order to fail to be playable you not only have to have some devastating hole, but you have to block the creativity of the players, probably explicitly. I can't even think of a game that has ever done that.
Posted By: Kevin Allen JrThis is a pretty weak, enabling statement.
Posted By: Brand_RobinsIf you're thinking of games from the perspective of the designer, and of games as something that are primarily designed (as you probably should do if you are, say, designing a game)
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